Actor not completely destroyed on Destroyed?
I call AActor::Destroy on an actor I made in c++ but it seems like it's static mesh component's collision is still left in the world after the actor being destroyed. The issue is "solved"/avoided when removing the static mesh component.
I provide the project I discovered this issue in when I was playing around. It's derived from the first person example. Fire some projectiles with the left mouse button and then try to walk through them when they are removed. I draw debug spheres were they were are removed to simplify testing. I get stuck when trying to walk with my pawn through the removed actors. Version used is 4.6.1.
Since I couldn't get the upload file feature to work I will temporary provide a dropbox link here. Don't ask me about the name.
asked Jan 07 '15 at 04:05 PM in Bug Reports
I am able to reproduce something very similar in 4.6.1. It probably still needs testing in 4.7p3.
You can see that the children collisions are remaining behind instead of being destroyed. Oddly enough, you cannot see this if you just use Show Collision console command.
I've put in a Jira ticket for this. Granted, I'm not doing a coding project, but your problem sounds very similar to what I'm seeing above.
answered Jan 20 '15 at 03:19 PM
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